@Johxz Tribes and other games like that are not made with Torque3D, but previous versions of the engine and I don't even know if they have bots, last time I played legions I did not see bots. Something entirely different than an FPS would be a racing game or a flight sim or and RPG, should have been...

In GTA they modeled the whole game out of meshes I think because of performance reasons, so you make as big model instances as possible with atlas textures, but I doubt that guys project will ever get big enough so he has to worry about performance. Performance issues come mostly if you have somethi...

@damik Your videos were created long after I made that statement. And what I originally meant was, that I have never seen a multiplayer game with Torque that has bot players. Some demo that someone slapped together in a few days does not count for me, since I know from experience that those few days...

You can build everything as a single mesh, there is no problem, other than the 65 000 vertices limit for one single model, only thing you need to leave out is things like doors that you can interact with later. Regarding doors those do not exist in Torque by default, but someone on the garagegames f...

I would suggest you to get Torsion for Torquescript debugging, then you can create a breakpoint and step through the scripts and then you can decide where you hook your scripts up. You can rebuild a navmesh dynamically, try it in the editor, for example you can select a single tile and rebuild it, y...

Easiest system would probably a grid based tile system, so you can place and remove tiles through script. Objects can be created from script with "new TSStatic()" search for that term, in the tools folder there is a function like this to place objects in the scene already, you can copy tha...